Files
SRB2Kart-Saturn/src/r_main.cpp
T
alufolie91 d0f02f1530 remove pointless skybox check here
if skybox then newview->sky will be false there which R_DrawSkyPlanes will check for
2026-07-14 09:40:35 +02:00

1640 lines
43 KiB
C++

// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 1998-2000 by DooM Legacy Team.
// Copyright (C) 1999-2018 by Sonic Team Junior.
//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
/// \file r_main.c
/// \brief Rendering main loop and setup functions,
/// utility functions (BSP, geometry, trigonometry).
/// See tables.c, too.
#include <algorithm>
#include "doomdef.h"
#include "g_game.h"
#include "g_input.h"
#include "g_state.h"
#include "r_local.h"
#include "r_splats.h" // faB(21jan): testing
#include "r_sky.h"
#include "st_stuff.h"
#include "p_local.h"
#include "keys.h"
#include "i_video.h"
#include "m_menu.h"
#include "am_map.h"
#include "d_main.h"
#include "v_video.h"
#include "p_spec.h" // skyboxmo
#include "p_setup.h"
#include "z_zone.h"
#include "m_random.h" // quake camera shake
#include "r_portal.h"
#include "doomstat.h" // MAXSPLITSCREENPLAYERS
#include "r_fps.h" // Frame interpolation/uncapped
#include "tables.h"
#ifdef HWRENDER
#include "hardware/hw_main.h"
#endif
// Fineangles in the SCREENWIDTH wide window.
#define FIELDOFVIEW 2048
// increment every time a check is made
size_t validcount = 1;
INT32 centerx = 0, centery = 0;
fixed_t centerxfrac = 0, centeryfrac = 0;
fixed_t projection = 0;
fixed_t projectiony = 0; // aspect ratio
fixed_t fovtan = 0; // field of view
// just for profiling purposes
size_t framecount = 0;
size_t loopcount = 0;
fixed_t viewx = 0, viewy = 0, viewz = 0;
angle_t viewangle = 0, aimingangle = 0, viewroll = 0;
UINT8 viewssnum = 0;
fixed_t viewcos = 0, viewsin = 0;
boolean skyVisible = 0;
boolean skyVisiblePerPlayer[MAXSPLITSCREENPLAYERS] = {}; // saved values of skyVisible for each splitscreen player
sector_t *viewsector = NULL;
player_t *viewplayer = NULL;
fixed_t renderdeltatics = 0;
boolean renderisnewtic = true;
//
// precalculated math tables
//
angle_t clipangle = 0;
angle_t doubleclipangle = 0;
// The viewangletox[viewangle + FINEANGLES/4] lookup
// maps the visible view angles to screen X coordinates,
// flattening the arc to a flat projection plane.
// There will be many angles mapped to the same X.
INT32 viewangletox[FINEANGLES/2] = {};
// The xtoviewangleangle[] table maps a screen pixel
// to the lowest viewangle that maps back to x ranges
// from clipangle to -clipangle.
angle_t *xtoviewangle = NULL;
lighttable_t *scalelight[LIGHTLEVELS][MAXLIGHTSCALE] = {};
lighttable_t *scalelightfixed[MAXLIGHTSCALE] = {};
lighttable_t *zlight[LIGHTLEVELS][MAXLIGHTZ] = {};
// Hack to support extra boom colormaps.
size_t num_extra_colormaps = 0;
extracolormap_t extra_colormaps[MAXCOLORMAPS] = {};
// Performance stats
precise_t ps_prevframetime = 0;
ps_metric_t ps_rendercalltime = {};
ps_metric_t ps_otherrendertime = {};
ps_metric_t ps_uitime = {};
ps_metric_t ps_swaptime = {};
ps_metric_t ps_skyboxtime = {};
ps_metric_t ps_bsptime = {};
ps_metric_t ps_sw_spritecliptime = {};
ps_metric_t ps_sw_portaltime = {};
ps_metric_t ps_sw_planetime = {};
ps_metric_t ps_sw_maskedtime = {};
ps_metric_t ps_numbspcalls = {};
ps_metric_t ps_numsprites = {};
ps_metric_t ps_numdrawnodes = {};
ps_metric_t ps_numpolyobjects = {};
static CV_PossibleValue_t drawdist_cons_t[] = {
/*{256, "256"},*/ {512, "512"}, {768, "768"},
{1024, "1024"}, {1536, "1536"}, {2048, "2048"},
{3072, "3072"}, {4096, "4096"}, {6144, "6144"},
{8192, "8192"}, {12288, "12288"}, {20480, "20480"},
{24576, "24576"},{0, "Infinite"}, {0, NULL}};
#if __SIZEOF_POINTER__ < 8 // only for 64bit
static CV_PossibleValue_t drawdist_precip_cons_t[] = {
{256, "256"}, {512, "512"}, {768, "768"},
{1024, "1024"}, {1536, "1536"}, {2048, "2048"},
{0, "None"}, {0, NULL}};
#else
static CV_PossibleValue_t drawdist_precip_cons_t[] = {
{256, "256"}, {512, "512"}, {768, "768"},
{1024, "1024"}, {1536, "1536"}, {2048, "2048"},
{3072, "3072"}, {4096, "4096"}, {0, "None"}, {0, NULL}};
#endif
static CV_PossibleValue_t maxinterpdist_cons_t[] = {
/*{256, "256"},*/ {512, "512"}, {768, "768"},
{1024, "1024"}, {1536, "1536"}, {2048, "2048"},
{3072, "3072"}, {4096, "4096"}, {6144, "6144"},
{8192, "8192"}, {0, "Infinite"}, {0, NULL}};
static CV_PossibleValue_t fov_cons_t[] = {{MINFOV*FRACUNIT, "MIN"}, {MAXFOV*FRACUNIT, "MAX"}, {0, NULL}};
static CV_PossibleValue_t translucenthud_cons_t[] = {{0, "MIN"}, {10, "MAX"}, {0, NULL}};
static CV_PossibleValue_t maxportals_cons_t[] = {{0, "MIN"}, {12, "MAX"}, {0, NULL}}; // lmao rendering 32 portals, you're a card
static CV_PossibleValue_t homremoval_cons_t[] = {{0, "No"}, {1, "Yes"}, {2, "Flash"}, {0, NULL}};
static CV_PossibleValue_t secbright_cons_t[] = {{0, "MIN"}, {255, "MAX"}, {0, NULL}};
static void R_SetFov(fixed_t playerfov);
static void Fov_OnChange(void);
static void FlipCam_OnChange(void);
static void FlipCam2_OnChange(void);
static void FlipCam3_OnChange(void);
static void FlipCam4_OnChange(void);
static void DirLight_OnChange(void);
static void Precipstuff_OnChange(void);
consvar_t cv_tailspickup = {"tailspickup", "On", CV_NETVAR|CV_NOSHOWHELP, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
// if enabled, load all graphics at level load
consvar_t cv_precachetextures = {"precachetextures", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_chasecam[MAXSPLITSCREENPLAYERS] = {
{"chasecam", "On", 0, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL},
{"chasecam2", "On", 0, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL},
{"chasecam3", "On", 0, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL},
{"chasecam4", "On", 0, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}
};
consvar_t cv_flipcam[MAXSPLITSCREENPLAYERS] = {
{"flipcam", "No", CV_SAVE|CV_CALL|CV_NOINIT, CV_YesNo, FlipCam_OnChange, 0, NULL, NULL, 0, 0, NULL},
{"flipcam2", "No", CV_SAVE|CV_CALL|CV_NOINIT, CV_YesNo, FlipCam2_OnChange, 0, NULL, NULL, 0, 0, NULL},
{"flipcam3", "No", CV_SAVE|CV_CALL|CV_NOINIT, CV_YesNo, FlipCam3_OnChange, 0, NULL, NULL, 0, 0, NULL},
{"flipcam4", "No", CV_SAVE|CV_CALL|CV_NOINIT, CV_YesNo, FlipCam4_OnChange, 0, NULL, NULL, 0, 0, NULL}
};
static CV_PossibleValue_t flipcammode_cons_t[] = {{0, "Displayplayer"}, {1, "Local"}, {0, NULL}};
consvar_t cv_flipcammode = {"flipcammode", "Displayplayer", CV_SAVE, flipcammode_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_shadow = {"shadow", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_shadowoffs = {"offsetshadows", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_skybox = {"skybox", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_skydome = {"skydome", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_ffloorclip = {"r_ffloorclip", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_spriteclip = {"r_spriteclip", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_softcyancut = {"softwarecyancut", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_translucency = {"translucency", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_drawdist = {"drawdist", "Infinite", CV_SAVE, drawdist_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_drawdist_precip = {"drawdist_precip", "1024", CV_SAVE|CV_CALL|CV_NOINIT, drawdist_precip_cons_t, Precipstuff_OnChange, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_lessprecip = {"lessweathereffects", "Off", CV_SAVE|CV_CALL|CV_NOINIT, CV_OnOff, Precipstuff_OnChange, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_maxinterpdist = {"maxinterpdist", "Infinite", CV_SAVE, maxinterpdist_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_playerfade = {"playerfade", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_ripplewater = {"waterripples", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
// Okay, whoever said homremoval causes a performance hit should be shot.
consvar_t cv_homremoval = {"homremoval", "Yes", CV_SAVE, homremoval_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_secbright = {"r_secbright", "0", CV_SAVE, secbright_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_maxportals = {"maxportals", "2", CV_SAVE, maxportals_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
// cap fov, fov too high tears software apart.
consvar_t cv_fov = {"fov", "90", CV_FLOAT|CV_CALL|CV_SAVE, fov_cons_t, Fov_OnChange, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_fovchange = {"fovchange", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
// randomized directional lightning
consvar_t cv_randomdirlight = {"randomdirectionallight", "Off", CV_SAVE|CV_CALL|CV_NOINIT, CV_OnOff, DirLight_OnChange, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_showhud = {"showhud", "Yes", CV_CALL, CV_YesNo, R_SetViewSize, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_translucenthud = {"translucenthud", "10", CV_SAVE, translucenthud_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_uncappedhud = {"uncappedhud", "Yes", CV_SAVE, CV_YesNo, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_soniccd = {"soniccd", "Off", CV_NETVAR|CV_NOSHOWHELP, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_allowmlook = {"allowmlook", "Yes", CV_NETVAR, CV_YesNo, NULL, 0, NULL, NULL, 0, 0, NULL};
// tells to reset the maplight at next map change
static void DirLight_OnChange(void)
{
reinitmaplight = true;
}
void SplitScreen_OnChange(void)
{
UINT8 i;
// recompute screen size
R_ExecuteSetViewSize();
if (!demo.playback && !botingame)
{
for (i = 1; i < MAXSPLITSCREENPLAYERS; i++)
{
if (i > splitscreen)
CL_RemoveSplitscreenPlayer(displayplayers[i]);
else
CL_AddSplitscreenPlayer();
}
if (server && !netgame)
multiplayer = splitscreen;
}
else
{
for (i = 1; i < MAXSPLITSCREENPLAYERS; i++)
displayplayers[i] = consoleplayer;
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i] && i != consoleplayer)
{
UINT8 j;
for (j = 1; j < MAXSPLITSCREENPLAYERS; j++)
{
if (displayplayers[j] == consoleplayer)
{
displayplayers[j] = i;
break;
}
}
if (j == MAXSPLITSCREENPLAYERS)
break;
}
}
}
}
static void Fov_OnChange(void)
{
R_SetViewSize();
}
static void FlipCam_OnChange(void)
{
SendWeaponPref(0);
}
static void FlipCam2_OnChange(void)
{
SendWeaponPref(1);
}
static void FlipCam3_OnChange(void)
{
SendWeaponPref(2);
}
static void FlipCam4_OnChange(void)
{
SendWeaponPref(3);
}
static void Precipstuff_OnChange(void)
{
if (gamestate == GS_LEVEL)
{
P_PurgePrecipitation();
P_SpawnPrecipitation();
}
}
//
// R_PointToAngle
// To get a global angle from cartesian coordinates,
// the coordinates are flipped until they are in
// the first octant of the coordinate system, then
// the y (<=x) is scaled and divided by x to get a
// tangent (slope) value which is looked up in the
// tantoangle[] table. The +1 size of tantoangle[]
// is to handle the case when x==y without additional
// checking.
//
// killough 5/2/98: reformatted, cleaned up
angle_t R_PointToAngle(fixed_t x, fixed_t y)
{
return (y -= viewy, (x -= viewx) || y) ?
x >= 0 ?
y >= 0 ?
(x > y) ? tantoangle[SlopeDiv(y,x)] : // octant 0
ANGLE_90-tantoangle[SlopeDiv(x,y)] : // octant 1
x > (y = -y) ? 0-tantoangle[SlopeDiv(y,x)] : // octant 8
ANGLE_270+tantoangle[SlopeDiv(x,y)] : // octant 7
y >= 0 ? (x = -x) > y ? ANGLE_180-tantoangle[SlopeDiv(y,x)] : // octant 3
ANGLE_90 + tantoangle[SlopeDiv(x,y)] : // octant 2
(x = -x) > (y = -y) ? ANGLE_180+tantoangle[SlopeDiv(y,x)] : // octant 4
ANGLE_270-tantoangle[SlopeDiv(x,y)] : // octant 5
0;
}
// This version uses 64-bit variables to avoid overflows with large values.
angle_t R_PointToAngle64(INT64 x, INT64 y)
{
return (y -= viewy, (x -= viewx) || y) ?
x >= 0 ?
y >= 0 ?
(x > y) ? tantoangle[SlopeDivEx(y,x)] : // octant 0
ANGLE_90-tantoangle[SlopeDivEx(x,y)] : // octant 1
x > (y = -y) ? 0-tantoangle[SlopeDivEx(y,x)] : // octant 8
ANGLE_270+tantoangle[SlopeDivEx(x,y)] : // octant 7
y >= 0 ? (x = -x) > y ? ANGLE_180-tantoangle[SlopeDivEx(y,x)] : // octant 3
ANGLE_90 + tantoangle[SlopeDivEx(x,y)] : // octant 2
(x = -x) > (y = -y) ? ANGLE_180+tantoangle[SlopeDivEx(y,x)] : // octant 4
ANGLE_270-tantoangle[SlopeDivEx(x,y)] : // octant 5
0;
}
angle_t R_PointToAngle2(fixed_t pviewx, fixed_t pviewy, fixed_t x, fixed_t y)
{
return (y -= pviewy, (x -= pviewx) || y) ?
x >= 0 ?
y >= 0 ?
(x > y) ? tantoangle[SlopeDiv(y,x)] : // octant 0
ANGLE_90-tantoangle[SlopeDiv(x,y)] : // octant 1
x > (y = -y) ? 0-tantoangle[SlopeDiv(y,x)] : // octant 8
ANGLE_270+tantoangle[SlopeDiv(x,y)] : // octant 7
y >= 0 ? (x = -x) > y ? ANGLE_180-tantoangle[SlopeDiv(y,x)] : // octant 3
ANGLE_90 + tantoangle[SlopeDiv(x,y)] : // octant 2
(x = -x) > (y = -y) ? ANGLE_180+tantoangle[SlopeDiv(y,x)] : // octant 4
ANGLE_270-tantoangle[SlopeDiv(x,y)] : // octant 5
0;
}
angle_t R_PlayerSliptideAngle(player_t *player)
{
mobj_t *mo;
spritedef_t *sprdef;
spriteframe_t *sprframe;
angle_t ang = 0;
if (!cv_sliptideroll.value || !player || P_MobjWasRemoved(player->mo))
return 0;
mo = player->mo;
if (mo->player->sliproll == 0 || mo->player->kartstuff[k_aizdriftstrat] == 0)
return 0;
size_t rot = (mo->frame & FF_FRAMEMASK);
if (mo->skin && mo->sprite == SPR_PLAY)
{
sprdef = &((skin_t *)mo->skin)->spritedef;
if (rot >= sprdef->numframes)
sprdef = &sprites[mo->sprite];
}
else
{
sprdef = &sprites[mo->sprite];
}
if (rot >= sprdef->numframes)
{
sprdef = &sprites[states[S_UNKNOWN].sprite];
rot = (states[S_UNKNOWN].frame & FF_FRAMEMASK);
}
sprframe = &sprdef->spriteframes[rot];
// No sprite frame? I guess it is possible
if (!sprframe)
return 0;
if (sprframe->rotate != SRF_SINGLE || R_ThingIsPaperSprite(mo))
ang = R_PointToAngle(mo->x, mo->y) - mo->angle;
return FixedMul(FINECOSINE((ang) >> ANGLETOFINESHIFT), mo->player->sliproll * mo->player->kartstuff[k_aizdriftstrat]);
}
//
// R_ScaleFromGlobalAngle
// Returns the texture mapping scale for the current line (horizontal span)
// at the given angle.
// rw_distance must be calculated first.
//
// killough 5/2/98: reformatted, cleaned up
//
// note: THIS IS USED ONLY FOR WALLS!
fixed_t R_ScaleFromGlobalAngle(angle_t visangle)
{
angle_t anglea = ANGLE_90 + (visangle-viewangle);
angle_t angleb = ANGLE_90 + (visangle-rw_normalangle);
fixed_t den = FixedMul(rw_distance, FINESINE(anglea>>ANGLETOFINESHIFT));
// proff 11/06/98: Changed for high-res
fixed_t num = FixedMul(projectiony, FINESINE(angleb>>ANGLETOFINESHIFT));
if (den > num>>16)
{
num = FixedDiv(num, den);
num = CLAMP(num, 256, 64*FRACUNIT);
return num;
}
return 64*FRACUNIT;
}
line_t *R_GetFFloorLine(const line_t *line, const ffloor_t *pfloor, const sector_t *sector)
{
if (pfloor->master->flags & ML_TFERLINE)
{
size_t linenum = std::min<size_t>((size_t)(line - sector->lines[0]), pfloor->master->frontsector->linecount);
return pfloor->master->frontsector->lines[0] + linenum;
}
return pfloor->master;
}
side_t *R_GetFFloorSide(const line_t *line, const ffloor_t *pfloor, const sector_t *sector)
{
if (pfloor->master->flags & ML_TFERLINE)
{
line_t *newline = R_GetFFloorLine(line, pfloor, sector);
return &sides[newline->sidenum[0]];
}
return &sides[pfloor->master->sidenum[0]];
}
//
// R_DoCulling
// Checks viewz and top/bottom heights of an item against culling planes
// Returns true if the item is to be culled, i.e it shouldn't be drawn!
// if ML_NOCLIMB is set, the camera view is required to be in the same area for culling to occur
boolean R_DoCulling(line_t *cullheight, line_t *viewcullheight, fixed_t vz, fixed_t bottomh, fixed_t toph)
{
fixed_t cullplane;
if (!cullheight)
return false;
cullplane = cullheight->frontsector->floorheight;
if (cullheight->flags & ML_NOCLIMB) // Group culling
{
if (!viewcullheight)
return false;
// Make sure this is part of the same group
if (viewcullheight->frontsector == cullheight->frontsector)
{
// OK, we can cull
if (vz > cullplane && toph < cullplane) // Cull if below plane
return true;
if (bottomh > cullplane && vz <= cullplane) // Cull if above plane
return true;
}
}
else // Quick culling
{
if (vz > cullplane && toph < cullplane) // Cull if below plane
return true;
if (bottomh > cullplane && vz <= cullplane) // Cull if above plane
return true;
}
return false;
}
// Returns search dimensions within a blockmap, in the direction of viewangle and out to a certain distance.
void R_GetRenderBlockMapDimensions(fixed_t drawdist, INT32 *xl, INT32 *xh, INT32 *yl, INT32 *yh)
{
const angle_t left = viewangle - clipangle;
const angle_t right = viewangle + clipangle;
const fixed_t vxleft = viewx + FixedMul(drawdist, FCOS(left));
const fixed_t vyleft = viewy + FixedMul(drawdist, FSIN(left));
const fixed_t vxright = viewx + FixedMul(drawdist, FCOS(right));
const fixed_t vyright = viewy + FixedMul(drawdist, FSIN(right));
// Try to narrow the search to within only the field of view
*xl = (unsigned)(std::min(viewx, std::min(vxleft, vxright)) - bmaporgx)>>MAPBLOCKSHIFT;
*xh = (unsigned)(std::max(viewx, std::max(vxleft, vxright)) - bmaporgx)>>MAPBLOCKSHIFT;
*yl = (unsigned)(std::min(viewy, std::min(vyleft, vyright)) - bmaporgy)>>MAPBLOCKSHIFT;
*yh = (unsigned)(std::max(viewy, std::max(vyleft, vyright)) - bmaporgy)>>MAPBLOCKSHIFT;
if (*xh >= bmapwidth)
*xh = bmapwidth - 1;
if (*yh >= bmapheight)
*yh = bmapheight - 1;
BMBOUNDFIX(*xl, *xh, *yl, *yh);
}
//
// R_InitTextureMapping
//
static void R_InitTextureMapping(void)
{
INT32 i;
INT32 x;
INT32 t;
fixed_t focallength;
// Use tangent table to generate viewangletox:
// viewangletox will give the next greatest x
// after the view angle.
//
// Calc focallength
// so FIELDOFVIEW angles covers SCREENWIDTH.
focallength = FixedDiv(projection,
FINETANGENT(FINEANGLES/4+/*cv_fov.value*/ FIELDOFVIEW/2));
focallengthf = FIXED_TO_FLOAT(focallength);
for (i = 0; i < FINEANGLES/2; i++)
{
if (FINETANGENT(i) > fovtan*2)
t = -1;
else if (FINETANGENT(i) < -fovtan*2)
t = viewwidth+1;
else
{
t = FixedMul(FINETANGENT(i), focallength);
t = (centerxfrac - t+FRACUNIT-1)>>FRACBITS;
if (t < -1)
t = -1;
else if (t > viewwidth+1)
t = viewwidth+1;
}
viewangletox[i] = t;
}
// Scan viewangletox[] to generate xtoviewangle[]:
// xtoviewangle will give the smallest view angle
// that maps to x.
for (x = 0; x <= viewwidth;x++)
{
i = 0;
while (viewangletox[i] > x)
i++;
xtoviewangle[x] = (i<<ANGLETOFINESHIFT) - ANGLE_90;
}
// Take out the fencepost cases from viewangletox.
for (i = 0; i < FINEANGLES/2; i++)
{
if (viewangletox[i] == -1)
viewangletox[i] = 0;
else if (viewangletox[i] == viewwidth+1)
viewangletox[i] = viewwidth;
}
clipangle = xtoviewangle[0];
doubleclipangle = clipangle*2;
}
//
// R_InitLightTables
// Only inits the zlight table,
// because the scalelight table changes with view size.
//
#define DISTMAP 2
static inline void R_InitLightTables(void)
{
INT32 i;
INT32 j;
INT32 level;
INT32 startmapl;
INT32 scale;
// Calculate the light levels to use
// for each level / distance combination.
for (i = 0; i < LIGHTLEVELS; i++)
{
startmapl = ((LIGHTLEVELS-1-i)*2)*NUMCOLORMAPS/LIGHTLEVELS;
for (j = 0; j < MAXLIGHTZ; j++)
{
//added : 02-02-98 : use BASEVIDWIDTH, vid.width is not set already,
// and it seems it needs to be calculated only once.
scale = FixedDiv((BASEVIDWIDTH/2*FRACUNIT), (j+1)<<LIGHTZSHIFT);
scale >>= LIGHTSCALESHIFT;
level = startmapl - scale/DISTMAP;
if (level < 0)
level = 0;
if (level >= NUMCOLORMAPS)
level = NUMCOLORMAPS-1;
zlight[i][j] = colormaps + level*256;
}
}
}
static struct {
angle_t rollangle; // pre-shifted by fineshift
fixed_t zoomneeded;
INT32 *scrmap;
INT32 scrmapsize;
INT32 x1; // clip rendering horizontally for efficiency
INT16 *ceilingclip, *floorclip;
boolean use;
} viewmorph = {
0,
FRACUNIT,
NULL,
0,
0,
NULL, NULL,
false
};
void R_CheckViewMorph(void)
{
float zoomfactor, rollcos, rollsin;
float x1, y1, x2, y2;
fixed_t temp;
INT32 end, vx, vy, pos, usedpos;
INT32 usedx, usedy, halfwidth = vid.width/2, halfheight = vid.height/2;
angle_t rollangle = viewroll;
rollangle >>= ANGLETOFINESHIFT;
rollangle = ((rollangle+2) & ~3) & FINEMASK; // Limit the distinct number of angles to reduce recalcs from angles changing a lot.
if (rollangle == viewmorph.rollangle &&
viewmorph.scrmapsize == vid.width*vid.height)
return; // No change
viewmorph.rollangle = rollangle;
if (viewmorph.rollangle == 0)
{
viewmorph.use = false;
viewmorph.x1 = 0;
if (viewmorph.zoomneeded != FRACUNIT)
R_SetViewSize();
viewmorph.zoomneeded = FRACUNIT;
return;
}
if (viewmorph.scrmapsize != vid.width*vid.height)
{
viewmorph.scrmapsize = vid.width*vid.height;
viewmorph.scrmap = static_cast<INT32*>(realloc(viewmorph.scrmap, vid.width*vid.height * sizeof(INT32)));
viewmorph.ceilingclip = static_cast<INT16*>(realloc(viewmorph.ceilingclip, vid.width * sizeof(INT16)));
viewmorph.floorclip = static_cast<INT16*>(realloc(viewmorph.floorclip, vid.width * sizeof(INT16)));
}
temp = FINECOSINE(rollangle);
rollcos = FIXED_TO_FLOAT(temp);
temp = FINESINE(rollangle);
rollsin = FIXED_TO_FLOAT(temp);
// Calculate maximum zoom needed
x1 = (vid.width*fabsf(rollcos) + vid.height*fabsf(rollsin)) / vid.width;
y1 = (vid.height*fabsf(rollcos) + vid.width*fabsf(rollsin)) / vid.height;
temp = std::max(x1, y1)*FRACUNIT;
if (temp < FRACUNIT)
temp = FRACUNIT;
else
temp |= 0x3FFF; // Limit how many times the viewport needs to be recalculated
//CONS_Printf("Setting zoom to %f\n", FIXED_TO_FLOAT(temp));
if (temp != viewmorph.zoomneeded)
{
viewmorph.zoomneeded = temp;
R_SetViewSize();
}
zoomfactor = FIXED_TO_FLOAT(viewmorph.zoomneeded);
end = vid.width * vid.height - 1;
pos = 0;
// Pre-multiply rollcos and rollsin to use for positional stuff
rollcos /= zoomfactor;
rollsin /= zoomfactor;
x1 = -(halfwidth * rollcos - halfheight * rollsin);
y1 = -(halfheight * rollcos + halfwidth * rollsin);
viewmorph.x1 = (INT32)(halfwidth - (halfwidth * fabsf(rollcos) + halfheight * fabsf(rollsin)));
//CONS_Printf("saving %d cols\n", viewmorph.x1);
// Set ceilingclip and floorclip
for (vx = 0; vx < vid.width; vx++)
{
viewmorph.ceilingclip[vx] = vid.height;
viewmorph.floorclip[vx] = -1;
}
x2 = x1;
y2 = y1;
for (vx = 0; vx < vid.width; vx++)
{
INT16 xa, ya, xb, yb;
xa = x2+halfwidth;
ya = y2+halfheight-1;
xb = vid.width-1-xa;
yb = vid.height-1-ya;
viewmorph.ceilingclip[xa] = std::min(viewmorph.ceilingclip[xa], ya);
viewmorph.floorclip[xa] = std::max(viewmorph.floorclip[xa], ya);
viewmorph.ceilingclip[xb] = std::min(viewmorph.ceilingclip[xb], yb);
viewmorph.floorclip[xb] = std::max(viewmorph.floorclip[xb], yb);
x2 += rollcos;
y2 += rollsin;
}
x2 = x1;
y2 = y1;
for (vy = 0; vy < vid.height; vy++)
{
INT16 xa, ya, xb, yb;
xa = x2+halfwidth;
ya = y2+halfheight;
xb = vid.width-1-xa;
yb = vid.height-1-ya;
viewmorph.ceilingclip[xa] = std::min(viewmorph.ceilingclip[xa], ya);
viewmorph.floorclip[xa] = std::max(viewmorph.floorclip[xa], ya);
viewmorph.ceilingclip[xb] = std::min(viewmorph.ceilingclip[xb], yb);
viewmorph.floorclip[xb] = std::max(viewmorph.floorclip[xb], yb);
x2 -= rollsin;
y2 += rollcos;
}
//CONS_Printf("Top left corner is %f %f\n", x1, y1);
x1 += halfwidth;
y1 += halfheight;
for (vy = 0; vy < halfheight; vy++)
{
x2 = x1;
y2 = y1;
x1 -= rollsin;
y1 += rollcos;
for (vx = 0; vx < vid.width; vx++)
{
usedx = x2;
usedy = y2;
usedpos = usedx + usedy*vid.width;
viewmorph.scrmap[pos] = usedpos;
viewmorph.scrmap[end-pos] = end-usedpos;
x2 += rollcos;
y2 += rollsin;
pos++;
}
}
viewmorph.use = true;
}
void R_ApplyViewMorph(void)
{
if (!viewmorph.use)
return;
UINT8 *tmpscr = vid.screens[4];
UINT8 *srcscr = vid.screens[0];
INT32 p, end = vid.width * vid.height;
if (cv_debug & DBG_VIEWMORPH)
{
UINT8 border = 32;
UINT8 grid = 160;
INT32 ws = vid.width / 4;
INT32 hs = vid.width * (vid.height / 4);
memcpy(tmpscr, srcscr, vid.width*vid.height);
for (p = 0; p < vid.width; p++)
{
tmpscr[viewmorph.scrmap[p]] = border;
tmpscr[viewmorph.scrmap[p + hs]] = grid;
tmpscr[viewmorph.scrmap[p + hs*2]] = grid;
tmpscr[viewmorph.scrmap[p + hs*3]] = grid;
tmpscr[viewmorph.scrmap[end - 1 - p]] = border;
}
for (p = vid.width; p < end; p += vid.width)
{
tmpscr[viewmorph.scrmap[p]] = border;
tmpscr[viewmorph.scrmap[p + ws]] = grid;
tmpscr[viewmorph.scrmap[p + ws*2]] = grid;
tmpscr[viewmorph.scrmap[p + ws*3]] = grid;
tmpscr[viewmorph.scrmap[end - 1 - p]] = border;
}
}
else
for (p = 0; p < end; p++)
tmpscr[p] = srcscr[viewmorph.scrmap[p]];
VID_BlitLinearScreen(tmpscr, vid.screens[0], vid.width, vid.height, vid.width, vid.width);
}
angle_t R_ViewRollAngle(const player_t *player)
{
angle_t roll = 0;
const UINT8 viewnum = R_GetViewNumber();
if (gamestate != GS_LEVEL)
{
// FIXME: The way this is implemented is totally
// incompatible with cameras that aren't directly
// tied to the player. (podium, titlemap,
// MT_ALTVIEWMAN in general)
// All of these player variables should affect their
// camera_t in P_MoveChaseCamera, and then this
// just returns that variable instead.
return 0;
}
roll = player->viewrollangle;
if (cv_tilting.value)
{
if (!player->spectator && !camera[viewnum].freecam)
roll += player->tilt;
if (cv_actionmovie.value)
{
int xs = intsign(quake.x),
ys = intsign(quake.y),
zs = intsign(quake.z);
roll += (xs ^ ys ^ zs) * ANG1;
}
}
return roll;
}
//
// R_SetViewSize
// Do not really change anything here,
// because it might be in the middle of a refresh.
// The change will take effect next refresh.
//
boolean setsizeneeded;
void R_SetViewSize(void)
{
setsizeneeded = true;
}
static void R_SetupViewBuffers(void);
//
// R_ExecuteSetViewSize
//
void R_ExecuteSetViewSize(void)
{
INT32 i;
INT32 j;
INT32 level;
INT32 startmapl;
setsizeneeded = false;
if (rendermode == render_none)
return;
// status bar overlay
st_overlay = cv_showhud.value;
viewwidth = vid.width;
viewheight = vid.height;
if (splitscreen)
{
viewheight >>= 1;
if (splitscreen > 1)
viewwidth >>= 1;
}
centerx = viewwidth/2;
centery = viewheight/2;
centerxfrac = centerx<<FRACBITS;
centeryfrac = centery<<FRACBITS;
R_SetupViewBuffers();
// why did we calc all the software crap?
#ifdef HWRENDER
if (rendermode == render_opengl)
{
HWR_SetViewSize();
am_recalc = true;
return;
}
#endif
// thing clipping
for (i = 0; i < viewwidth; i++)
{
negonearray[i] = -1;
screenheightarray[i] = (INT16)viewheight;
}
Z_Free(ds_su);
Z_Free(ds_sv);
Z_Free(ds_sz);
ds_su = ds_sv = ds_sz = NULL;
memset(scalelight, 0xFF, sizeof(scalelight));
// Calculate the light levels to use for each level/scale combination.
for (i = 0; i < LIGHTLEVELS; i++)
{
startmapl = ((LIGHTLEVELS - 1 - i)*2)*NUMCOLORMAPS/LIGHTLEVELS;
for (j = 0; j < MAXLIGHTSCALE; j++)
{
level = startmapl - j*vid.width/(viewwidth)/DISTMAP;
if (level < 0)
level = 0;
if (level >= NUMCOLORMAPS)
level = NUMCOLORMAPS - 1;
scalelight[i][j] = colormaps + level*256;
}
}
R_SetupFreelook();
am_recalc = true;
}
fixed_t R_GetPlayerFov(player_t *player)
{
fixed_t fov = cv_fov.value + player->fovadd;
return std::max(MINFOV*FRACUNIT, std::min(fov, MAXFOV*FRACUNIT));
}
static void R_CalcFov(fixed_t playerfov)
{
angle_t fov = FixedAngle(playerfov/2) + ANGLE_90;
fovtan = FixedMul(FINETANGENT(fov >> ANGLETOFINESHIFT), viewmorph.zoomneeded);
if (splitscreen == 1) // Splitscreen FOV should be adjusted to maintain expected vertical view
fovtan = 17*fovtan/10;
projection = projectiony = FixedDiv(centerxfrac, fovtan);
}
static void R_InitViewMapping(void)
{
R_InitTextureMapping();
if (rendermode == render_soft)
{
// this is only used for planes rendering in software mode
INT32 j = viewheight*16;
for (INT32 i = 0; i < j; i++)
{
fixed_t dy = abs(i - viewheight*8) << FRACBITS;
dy = FixedMul(dy, fovtan);
yslopetab[i] = FixedDiv(centerx*FRACUNIT, dy);
}
}
// setup sky scaling
R_SetSkyScale();
}
static void R_SetupViewBuffers(void)
{
R_CalcFov(cv_fov.value);
R_InitViewBuffer();
R_InitViewMapping();
}
static void R_SetFov(fixed_t playerfov)
{
R_CalcFov(playerfov);
R_InitViewMapping();
}
//
// R_Init
//
void R_Init(void)
{
// screensize independent
//I_OutputMsg("\nR_InitData");
R_InitData();
R_SetViewSize(); // setsizeneeded is set true
// this is now done by SCR_Recalc() at the first mode set
//I_OutputMsg("\nR_InitLightTables");
R_InitLightTables();
//I_OutputMsg("\nR_InitTranslucencyTables\n");
//R_InitTranslucencyTables();
R_InitDrawNodes();
framecount = 0;
}
//
// R_IsPointInSubsector, same as above but returns 0 if not in subsector
//
subsector_t *R_IsPointInSubsector(fixed_t x, fixed_t y)
{
node_t *node;
INT32 side, i;
size_t nodenum;
subsector_t *ret;
nodenum = numnodes - 1;
while (!(nodenum & NF_SUBSECTOR))
{
node = &nodes[nodenum];
side = R_PointOnSide(x, y, node);
nodenum = node->children[side];
}
ret = &subsectors[nodenum & ~NF_SUBSECTOR];
for (i = 0; i < ret->numlines; i++)
if (P_PointOnLineSide(x, y, segs[ret->firstline + i].linedef) != segs[ret->firstline + i].side)
return NULL;
return ret;
}
//
// R_SetupFrame
//
mobj_t *viewmobj = NULL;
static void R_SetupCommonFrame(player_t * player)
{
newview->player = player;
newview->x += quake.x;
newview->y += quake.y;
newview->z += quake.z;
newview->roll = R_ViewRollAngle(player);
R_InterpolateView(R_GetTimeFrac(RTF_CAMERA), false);
}
static void R_SetupAimingFrame(player_t *player, camera_t *thiscam)
{
if (player->awayviewtics && player->awayviewmobj
&& !(thiscam && thiscam->freecam)) // dont force this if we wanna freecam!
{
newview->aim = player->awayviewaiming;
newview->angle = player->awayviewmobj->angle;
}
else if (thiscam && thiscam->chase)
{
newview->aim = thiscam->aiming;
newview->angle = thiscam->angle;
}
else if (P_IsLocalPlayer(player) && !demo.playback && player->playerstate != PST_DEAD)
{
newview->aim = localaiming[viewssnum];
newview->angle = localangle[viewssnum];
}
else
{
newview->aim = player->aiming;
newview->angle = player->mo->angle;
}
}
static void R_SetupSkyScale(player_t *player, camera_t *thiscam, mapheader_t *mh)
{
if (!mh->skybox_scalex && !mh->skybox_scaley && !mh->skybox_scalez)
return;
auto setup_skyscale = [&](fixed_t mox, fixed_t moy, fixed_t zscale)
{
if (skyboxmo[1])
{
fixed_t x = 0, y = 0;
if (mh->skybox_scalex > 0)
x = (mox - skyboxmo[1]->x) / mh->skybox_scalex;
else if (mh->skybox_scalex < 0)
x = (mox - skyboxmo[1]->x) * -mh->skybox_scalex;
if (mh->skybox_scaley > 0)
y = (moy - skyboxmo[1]->y) / mh->skybox_scaley;
else if (mh->skybox_scaley < 0)
y = (moy - skyboxmo[1]->y) * -mh->skybox_scaley;
switch (viewmobj->angle)
{
case 0:
newview->x += x;
newview->y += y;
break;
case ANGLE_90:
newview->x -= y;
newview->y += x;
break;
case ANGLE_180:
newview->x -= x;
newview->y -= y;
break;
case ANGLE_270:
newview->x += y;
newview->y -= x;
break;
default:
angle_t ang = viewmobj->angle>>ANGLETOFINESHIFT;
newview->x += FixedMul(x,FINECOSINE(ang)) - FixedMul(y, FINESINE(ang));
newview->y += FixedMul(x, FINESINE(ang)) + FixedMul(y,FINECOSINE(ang));
break;
}
}
if (mh->skybox_scalez > 0)
newview->z += zscale / mh->skybox_scalez;
else if (mh->skybox_scalez < 0)
newview->z += zscale * -mh->skybox_scalez;
};
if (player->awayviewtics && player->awayviewmobj)
{
setup_skyscale(player->awayviewmobj->x, player->awayviewmobj->y, (player->awayviewmobj->z + 20*FRACUNIT));
}
else if (thiscam && thiscam->chase)
{
setup_skyscale(thiscam->x, thiscam->y, (thiscam->z + (thiscam->height>>1)));
}
else
{
setup_skyscale(player->mo->x, player->mo->y, player->viewz);
}
}
void R_SkyboxFrame(UINT8 pnum)
{
player_t *player = &players[displayplayers[pnum]];
camera_t *thiscam = &camera[pnum];
mapheader_t *mh = mapheaderinfo[gamemap-1];
R_SetViewContext(static_cast<viewcontext_e>(VIEWCONTEXT_SKY1 + pnum));
// cut-away view stuff
newview->sky = true;
viewmobj = skyboxmo[0];
#ifdef PARANOIA
if (P_MobjWasRemoved(viewmobj))
{
const size_t playeri = (size_t)(player - players);
I_Error("R_SkyboxFrame: viewmobj null (player %s)", sizeu1(playeri));
}
#endif
R_SetupAimingFrame(player, thiscam);
if (!P_MobjWasRemoved(viewmobj))
{
newview->angle += viewmobj->angle;
newview->x = viewmobj->x;
newview->y = viewmobj->y;
newview->z = (viewmobj->spawnpoint) ? (((fixed_t)viewmobj->spawnpoint->angle) << FRACBITS) : 0;
}
if (mh)
{
R_SetupSkyScale(player, thiscam, mh);
}
R_SetupCommonFrame(player);
}
void R_SetupFrame(UINT8 pnum, boolean skybox)
{
player_t *player = &players[displayplayers[pnum]];
camera_t *thiscam = &camera[pnum];
boolean chasecam = (cv_chasecam[pnum].value);
R_SetViewContext(static_cast<viewcontext_e>(VIEWCONTEXT_PLAYER1 + pnum));
if (player->spectator || (thiscam && thiscam->freecam))
{
// Free flying spectator uses demo freecam. This
// requires chasecam to be enabled.
chasecam = true;
}
if (player->playerstate == PST_DEAD || player->exiting)
chasecam = true; // force chasecam on
if (thiscam)
{
if (thiscam->reset)
{
R_ResetViewInterpolation(pnum);
thiscam->reset = false;
}
if (chasecam && !thiscam->chase)
{
P_ResetCamera(player, thiscam);
thiscam->chase = true;
}
else if (!chasecam)
thiscam->chase = false;
}
newview->sky = !skybox;
R_SetupAimingFrame(player, thiscam);
if (player->awayviewtics && player->awayviewmobj // cut-away view stuff
&& !(thiscam && thiscam->freecam)) // dont force this when we wanna freecam!
{
viewmobj = player->awayviewmobj; // should be a MT_ALTVIEWMAN whos altview man?
I_Assert(viewmobj != NULL);
newview->x = viewmobj->x;
newview->y = viewmobj->y;
newview->z = viewmobj->z + 20*FRACUNIT;
R_SetupCommonFrame(player);
}
else if (thiscam && chasecam) // use outside cam view
{
viewmobj = NULL;
I_Assert(thiscam != NULL);
newview->x = thiscam->x;
newview->y = thiscam->y;
newview->z = thiscam->z + (thiscam->height>>1);
R_SetupCommonFrame(player);
}
else if (player->mo) // use the player's eyes view
{
viewmobj = player->mo;
I_Assert(viewmobj != NULL);
newview->x = viewmobj->x;
newview->y = viewmobj->y;
newview->z = player->viewz;
R_SetupCommonFrame(player);
}
}
static void R_PortalFrame(portal_t *portal)
{
viewx = portal->viewx;
viewy = portal->viewy;
viewz = portal->viewz;
viewangle = portal->viewangle;
viewsin = FINESINE(viewangle>>ANGLETOFINESHIFT);
viewcos = FINECOSINE(viewangle>>ANGLETOFINESHIFT);
portalclipstart = portal->start;
portalclipend = portal->end;
if (portal->clipline != -1)
{
portalclipline = &lines[portal->clipline];
viewsector = portalcullsector = portalclipline->frontsector;
}
else
{
portalclipline = NULL;
portalcullsector = NULL;
viewsector = R_PointInSubsectorFast(viewx, viewy)->sector;
}
}
static void Mask_Pre(maskcount_t* m)
{
m->drawsegs[0] = ds_p - drawsegs;
m->vissprites[0] = visspritecount;
m->viewx = viewx;
m->viewy = viewy;
m->viewz = viewz;
m->viewsector = viewsector;
}
static void Mask_Post(maskcount_t* m)
{
m->drawsegs[1] = ds_p - drawsegs;
m->vissprites[1] = visspritecount;
}
// ================
// R_RenderView
// ================
// viewx, viewy, viewangle, all that good stuff must be set
static void R_RenderViewpoint(maskcount_t* mask, boolean drawprecip)
{
Mask_Pre(mask);
curdrawsegs = ds_p;
R_RenderBSPNode((INT32)numnodes - 1);
if (drawprecip)
R_AddPrecipitationSprites();
Mask_Post(mask);
}
// FAB NOTE FOR WIN32 PORT !! I'm not finished already,
// but I suspect network may have problems with the video buffer being locked
// for all duration of rendering, and being released only once at the end..
// I mean, there is a win16lock() or something that lasts all the rendering,
// so maybe we should release screen lock before each netupdate below..?
static fixed_t viewfov[MAXSPLITSCREENPLAYERS];
void R_RenderPlayerView(player_t *player)
{
INT32 nummasks = 1;
maskcount_t* masks = static_cast<maskcount_t*>(malloc(sizeof(maskcount_t)));
const boolean skybox = (skyboxmo[0] && cv_skybox.value);
// Only do it if it's the first screen being rendered
if (cv_homremoval.value && viewssnum == 0)
{
if (cv_homremoval.value == 1)
{
// Clear the software screen buffer to remove HOM
memset(vid.screens[0], 31, vid.width * vid.height);
}
else if (cv_homremoval.value == 2)
{
//'development' HOM removal -- makes it blindingly obvious if HOM is spotted.
memset(vid.screens[0], 32+(timeinmap&15), vid.width * vid.height);
}
}
// load previous saved value of skyVisible for the player
skyVisible = skyVisiblePerPlayer[viewssnum];
const fixed_t fov = R_GetPlayerFov(player);
if (viewfov[viewssnum] != fov)
{
viewfov[viewssnum] = fov;
R_SetFov(fov);
}
Portal_InitList();
PS_START_TIMING(ps_skyboxtime);
if (skybox && skyVisible)
{
R_SkyboxFrame(viewssnum);
R_ClearClipSegs();
R_ClearDrawSegs();
R_ClearSegTables();
R_ClearPlanes();
R_ClearSprites();
R_SetColumnContext(COLUMNCONTEXT_FLUSH);
R_RenderViewpoint(&masks[nummasks - 1], false);
R_ClipSprites(drawsegs, NULL);
R_ResetColumnBuffer();
R_SetColumnContext(COLUMNCONTEXT_DIRECT);
R_DrawSkyPlanes(); // draw the fucker again to prevent some artifacts
R_DrawPlanes();
R_DrawMasked(masks, nummasks);
}
PS_STOP_TIMING(ps_skyboxtime);
R_SetupFrame(viewssnum, skybox);
skyVisible = false;
framecount++;
validcount++;
// Clear buffers.
R_ClearPlanes();
if (viewmorph.use)
{
portalclipstart = viewmorph.x1;
portalclipend = viewwidth-viewmorph.x1-1;
R_PortalClearClipSegs(portalclipstart, portalclipend);
memcpy(ceilingclip, viewmorph.ceilingclip, sizeof(INT16)*vid.width);
memcpy(floorclip, viewmorph.floorclip, sizeof(INT16)*vid.width);
}
else
{
portalclipstart = 0;
portalclipend = viewwidth;
R_ClearClipSegs();
}
R_ClearDrawSegs();
R_ClearSegTables();
R_ClearSprites();
// check for new console commands.
NetUpdate();
R_SetColumnContext(COLUMNCONTEXT_FLUSH);
ps_numbspcalls.value.i = ps_numpolyobjects.value.i = ps_numdrawnodes.value.i = 0;
PS_START_TIMING(ps_bsptime);
R_RenderViewpoint(&masks[nummasks - 1], true);
PS_STOP_TIMING(ps_bsptime);
PS_START_TIMING(ps_sw_spritecliptime);
R_ClipSprites(drawsegs, NULL);
PS_STOP_TIMING(ps_sw_spritecliptime);
R_ResetColumnBuffer();
ps_numsprites.value.i = numvisiblesprites;
// Portal rendering. Hijacks the BSP traversal.
PS_START_TIMING(ps_sw_portaltime);
if (portal_base)
{
portal_t *portal;
for (portal = portal_base; portal; portal = portal_base)
{
portalrender = portal->pass; // Recursiveness depth.
R_ClearFFloorClips();
// Apply the viewpoint stored for the portal.
R_PortalFrame(portal);
// Hack in the clipsegs to delimit the starting
// clipping for sprites and possibly other similar
// future items.
R_PortalClearClipSegs(portal->start, portal->end);
// Hack in the top/bottom clip values for the window
// that were previously stored.
Portal_ClipApply(portal);
validcount++;
masks = static_cast<maskcount_t*>(realloc(masks, (++nummasks)*sizeof(maskcount_t)));
// Render the BSP from the new viewpoint, and clip
// any sprites with the new clipsegs and window.
R_RenderViewpoint(&masks[nummasks - 1], true);
R_ClipSprites(ds_p - (masks[nummasks - 1].drawsegs[1] - masks[nummasks - 1].drawsegs[0]), portal);
R_ResetColumnBuffer();
Portal_Remove(portal);
}
}
PS_STOP_TIMING(ps_sw_portaltime);
R_SetColumnContext(COLUMNCONTEXT_DIRECT);
PS_START_TIMING(ps_sw_planetime);
R_DrawSkyPlanes();
R_DrawPlanes();
PS_STOP_TIMING(ps_sw_planetime);
// draw mid texture and sprite
// And now 3D floors/sides!
PS_START_TIMING(ps_sw_maskedtime);
R_DrawMasked(masks, nummasks);
PS_STOP_TIMING(ps_sw_maskedtime);
free(masks);
// Check for new console commands.
NetUpdate();
// save value to skyVisiblePerPlayer
// this is so that P1 can't affect whether P2 can see a skybox or not, or vice versa
skyVisiblePerPlayer[viewssnum] = skyVisible;
}
// =========================================================================
// ENGINE COMMANDS & VARS
// =========================================================================
void R_RegisterEngineStuff(void)
{
INT32 i;
CV_RegisterVar(&cv_gravity);
CV_RegisterVar(&cv_tailspickup);
CV_RegisterVar(&cv_soniccd);
CV_RegisterVar(&cv_allowmlook);
CV_RegisterVar(&cv_homremoval);
for (i = 0; i < MAXSPLITSCREENPLAYERS; i++)
{
CV_RegisterVar(&cv_flipcam[i]);
}
CV_RegisterVar(&cv_flipcammode);
// Enough for dedicated server
if (dedicated)
return;
CV_RegisterVar(&cv_precachetextures);
CV_RegisterVar(&cv_translucency);
CV_RegisterVar(&cv_drawdist);
CV_RegisterVar(&cv_drawdist_precip);
CV_RegisterVar(&cv_lessprecip);
CV_RegisterVar(&cv_fovchange);
CV_RegisterVar(&cv_fov);
CV_RegisterVar(&cv_shadow);
CV_RegisterVar(&cv_shadowoffs);
CV_RegisterVar(&cv_skybox);
CV_RegisterVar(&cv_skydome);
CV_RegisterVar(&cv_ffloorclip);
CV_RegisterVar(&cv_spriteclip);
CV_RegisterVar(&cv_secbright);
CV_RegisterVar(&cv_softcyancut);
for (i = 0; i < MAXSPLITSCREENPLAYERS; i++)
{
CV_RegisterVar(&cv_chasecam[i]);
CV_RegisterVar(&cv_cam_dist[i]);
CV_RegisterVar(&cv_cam_height[i]);
CV_RegisterVar(&cv_cam_pitch[i]);
CV_RegisterVar(&cv_cam_speed[i]);
CV_RegisterVar(&cv_cam_timeover[i]);
CV_RegisterVar(&cv_cam_lookbackmom[i]);
CV_RegisterVar(&cv_cam_still[i]);
CV_RegisterVar(&cv_cam_rotate[i]);
CV_RegisterVar(&cv_freecam_speed[i]);
}
CV_RegisterVar(&cv_tilting);
CV_RegisterVar(&cv_quaketilt);
CV_RegisterVar(&cv_tiltsmoothing);
CV_RegisterVar(&cv_actionmovie);
CV_RegisterVar(&cv_screenquake);
CV_RegisterVar(&cv_driftsparkpulse);
CV_RegisterVar(&cv_gravstretch);
CV_RegisterVar(&cv_sloperoll);
CV_RegisterVar(&cv_sliptideroll);
CV_RegisterVar(&cv_sloperolldist);
CV_RegisterVar(&cv_sparkroll);
CV_RegisterVar(&cv_stairjank);
CV_RegisterVar(&cv_stairjanksfx);
CV_RegisterVar(&cv_showhud);
CV_RegisterVar(&cv_translucenthud);
CV_RegisterVar(&cv_uncappedhud);
CV_RegisterVar(&cv_maxportals);
CV_RegisterVar(&cv_randomdirlight);
CV_RegisterVar(&cv_maxinterpdist);
CV_RegisterVar(&cv_playerfade);
CV_RegisterVar(&cv_ripplewater);
// Frame interpolation/uncapped
CV_RegisterVar(&cv_fpscap);
CV_RegisterVar(&cv_fpscapbg);
}